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Matriarch's Mob

An Army of Renown for Sons of Behemat: only the units below, with these battle traits and enhancements in place of the army’s own, and no battle formation. It cannot take a Regiment of Renown. Build one by choosing it under Army of Renown in the list builder.

Battle traits

I've Heard She Can...
Once Per Turn (Army), Your Hero Phase

Effect: Pick 1 of the following effects:

*...Shoot Fire From Her Eyes!:* Inflict D3 mortal damage on each visible enemy unit within 12" of the friendly Ma Maegran.

*...Turn You Into a Human!:* Pick a visible friendly unit wholly within 12" of the friendly Ma Maegran. Until the start of your next turn, enemy units have a maximum control score of 1 while they are in combat with that unit.

*...Make Ya Big and Strong!:* Pick another visible friendly unit wholly within 12" of the friendly Ma Maegran. Add 1 to the Attacks characteristic of that unit's weapons for the rest of the turn.

*...Whiz the Biggest Bangers!:* Add 1 to casting rolls for the friendly Ma Maegran until the start of your next turn.

Oi! Gerroff!
Once Per Battle (Army), Any Combat Phase

Declare: If the friendly Ma Maegran is in combat and damaged, pick up to 3 friendly Mancrusher Gargants on the battlefield that are visible to her to be the targets.

Effect: Each target has Strike-first for the rest of the turn.

Summon the Herd
Once Per Battle (Army), End of Any Turn

Declare: If the friendly Ma Maegran is on the battlefield, pick each enemy non-Fly non-Monster unit that is visible to her to be the targets.

Effect: Roll a number of dice for each target equal to the current battle round number. For each 4+, allocate 1 mortal damage to the target (ward rolls cannot be made for those damage points).

Don't Let Nuffin' Happen to Her!

Effect: While the friendly Ma Maegran is within the combat range of another friendly Little unit:
• She has Ward (5+).
• Each time you make a successful ward roll for her, allocate 1 mortal damage to another friendly Little unit within her combat range after the damage sequence for her has been resolved (ward rolls cannot be made for those damage points).
• Ignore negative modifiers to hit rolls and wound rolls for that other friendly Little unit's combat attacks.

Heroes (1)

Ma Maegran, Chooser of the Mighty
8" · 15W · Sv 4+
370

Units (5)

Mancrusher Gargant
8" · 12W · Sv 5+
140
Mancrusher Gargant (Scourge of Aqshy)
8" · 12W · Sv 5+
150
Boss-stompers
8" · 12W · Sv 5+
370
Rock-hurlers
8" · 12W · Sv 5+
380
Ancient Ghyrochs
8" · 7W · Sv 5+
0

Marks of the Chooser's Chosen

Butt of the Lash
Any Combat Phase

Effect: If this unit is wholly within 12" of a friendly Ma Maegran, remove this unit from the battlefield and set it up again within her combat range. This unit can only be set up in combat with enemy units that are in combat with the friendly Ma Maegran.

Ghyranite Whirlstone
End of Any Turn

Declare: Pick a visible friendly Matriarch's Mob unit wholly within 12" of this unit to be the target.

Effect: Heal (D3) the target.

Spell Lore

Spell Lore: Matriarch's Mob
A Shepherd's Watchful Eye
Your Hero Phase

Declare: Pick the friendly Ma Maegran to cast this spell, then make a casting roll of 2D6.

Effect: Until the start of your next turn, friendly Matriarch's Mob units have Ward (6+) while they are wholly within 12" of and visible to the caster.

Sic 'Em!
Your Hero Phase

Declare: Pick the friendly Ma Maegran to cast this spell, pick a visible friendly Matriarch's Mob unit wholly within 12" of her to be the target, then make a casting roll of 2D6.

Effect: Add 1 to the Damage characteristic of the target's melee weapons, including Companion weapons, for the rest of the turn.

Mystical Demands
Your Hero Phase

Declare: Pick the friendly Ma Maegran to cast this spell, pick a visible friendly Matriarch's Mob unit wholly within 18" of her to be the target, then make a casting roll of 2D6.

Effect: If the target is in combat, it can use the 'Retreat' ability as if it were your movement phase. If the target is not in combat, it can use the 'Normal Move' ability as if it were your movement phase. In both cases, the target must end that move no further from the caster than it was at the start of the move.